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Bezig met laden... Micro Chapbook RPG: Deluxe Core Rulebookdoor Noah Patterson
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Onderdeel van de reeks(en)Micro Chapbook RPG (Fantasy)
The Micro Chapbook RPG system is an ultra-simple roleplaying game that can be played solo or with a traditional GM if you so wish. The main game focuses on solitaire gameplay, starring a single foolhardy hero. It uses randomly generated dungeon scenarios to make each game session a little different. This book also includes a premade adventure module. The universe for this game is brutal, unforgiving, and dark. It takes notes from such classics as Dungeon Quest and Deathtrap Dungeon. Expect to die and die often. The Deluxe Rulebook includes an original Dungeon Scenario and the first Adventure Module for the game. Geen bibliotheekbeschrijvingen gevonden. |
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The rules outline character generation, basic play, combat, and level advancement for a streamlined solo roleplaying game, set in a largely unspecified fantasy world that the cover characterizes as "grimdark." I am impressed with how minimalist these rules manage to be. Conventional six-sided dice are the only randomizers required, and characters are defined by four base statistics and two derivative ones. There are only four character classes, each oriented to proficiency in one of the base statistics. (Wizards surprisingly have no spells, merely proficiency in Wits.) Section 5.0 prescribes that seven points be allotted among the four base stats when creating a character (10), but my initial play demonstrated that such characters were vexingly weak. Looking at another iteration of these same rules in a different publication, I found the option to use nine points for a starting character, and I have found that to be more reasonable--still leaving plenty of challenge.
The dungeon scenario is "The Tomb of the Necro Lord." In this game, dungeons are created algorithmically via dice rolls while exploring. A scenario supplies tables of room types, door attributes, and monsters for this purpose, with a boss monster to crown the achievement and signal the completion of the dungeon. The "Necro Lord" dungeon is full of rats and undead. Despite multiple attempts, I never managed to get to the boss, and I only "cleared" a handful of rooms each time. It is a durable sample of its genre, not just a tutorial.
I was able to make much better progress in the adventure scenario "The Haunting of Gilroy Tavern." While the dice-driven dungeon sometimes feels too chaotic, the programmed adventure format has a tendency to feel like it is "on rails." In either case, I wished there was a little more opportunity for meaningful choices. In this respect, I felt that the system was less satisfying than the comparable "Four Against" series. (Four Against Darkness is a popular solo dungeon crawl, and I have experienced its rules engine through the Four Against the Great Old Ones yog-sothothery game.) Still, I tend to prefer the Micro Chapbook approach of "true solo" for solitaire RPG to the team-management centered by "Four Against."
It's only in the last few months that I have started to investigate the genre of solitaire pencil-and-paper RPGs. Designer Noah Patterson has put out an impressive amount of supplementary rules, scenarios, and campaigns for his system, which has evidently been propagated online for quite a few years now. I'm sufficiently encouraged by this first sample that I will continue to try other Micro Chapbook content.